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if(!glfwInit()) {
fprintf(stderr, "Failed to initialize GLFW\n");
return -1;
}
glfwOpenWindowHint(GLFW_FSAA_SAMPLES, 4);
glfwOpenWindowHint(GLFW_OPENGL_VERSION_MAJOR, 3);
glfwOpenWindowHint(GLFW_OPENGL_VERSION_MINOR, 3);
glfwOpenWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
if(!glfwOpenWindow(1024, 768, 0, 0, 0, 0, 32, 0, GLFW_WINDOW)) {
fprintf(stderr, "Failed to open GLFW window\n");
glfwTerminate();
return -1;
}
if(gl3wInit()) {
fprintf(stderr, "Failed to initilaize GLEW\n");
return -1;
}
glfwSetWindowTitle("Demo");
glfwEnable(GLFW_STICKY_KEYS);
glfwSetMousePos(1024/2, 768/2);
glClearColor(0.f, 0.f, 0.f, 0.f);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glEnable(GL_CULL_FACE);
GLuint VertexArrayID;
glGenVertexArrays(1, &VertexArrayID);
glBindVertexArray(VertexArrayID);
GLuint programID = LoadShaders("StandardShading.vertexshader", "StandardShading.fragmentshader");
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